Kalaron, if you (or others) were able to port what you could for OpenGL fixes, I would be very much obliged, and I imagine many others would be as well. I have tested your OpenGL fixes in the CB build you posted in the chat, and they work great.

For those who possess the needed hardware (a vast majority of the computers nowadays do), being able to use a hardware rendering method allows for a much, much smoother SRB2 experience. While software rendering has some neat things in use (and looks much, much prettier than older software rendering), the game feels choppy, which stands out as a fundamental flaw against what a Sonic game should be. I realize not many of the staff have the time to maintain hardware rendering (I don't blame them), but being able to have a choice of graphics rendering really helps keep SRB2 presentable and afford maximum compatibility.

It's a shame most of the STJr devs don't want to maintain both hardware rendering and software, so they just picked software and said "opengl not supported, kthxbi". It would be nice if users had some sort of choice between the two renders without been forced to either a very buggy one, or a very choppy one, but I know that wont be happening anytime soon that's for sure.

Well don't forget cue, that happens in both software and openGL, so it doesn't seem terribly likely that the OGL fixes are causing that.

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